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Dungeons & Dragons Rules Cyclopedia vs The Lost March

Compare Dungeons & Dragons Rules Cyclopedia and The Lost March side by side. See differences in complexity, dice, genre, and more.

Dungeons & Dragons Rules CyclopediaThe Lost March
GenreFantasyFantasy
TagsClassic Fantasy, Dungeon Crawl, Exploration, Hexcrawl, Random Tables, Vancian Casting, Descending AC, Base-Building, Domain Management, CrunchyClassic Fantasy, Sandbox, Exploration, Hexcrawl, Dungeon Crawl, Faction Play, Domain Management, Random Character Creation, Vancian Casting, Inventory Management
Core MechanicAttacks roll 1d20 plus modifiers against a class-and-level target for the defender's Armor Class. Saving throws roll 1d20 against class-and-level targets. Ability checks roll 1d20 at or below the relevant ability score.A skill check rolls a pool of d6s equal to the skill level: one to five dice, plus a die for some class bonuses. Normally a 6 is a success and a 5 is a partial success. An Ability adjustment either widens the success range or adds a critical-failure range on the lowest faces. Settlement, wilderness and combat checks are opposed by the referee's dice, where equal results cancel and a partial success downgrades a full one. In combat, successes and partial successes are assigned to attack or defend. A hit deals the weapon's maximum damage on a success or its minimum on a partial success.
Diced20d6 dice pool
ComplexityHighLow
AvailabilityPaidFree core rules
Runnability5 of 5 book tools4 of 5 book tools
LicenseAll Rights ReservedProprietary
Third-Party PublishingNo verified route foundNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherTSR, Inc.Fausto Botta
Year19912025
LanguagesEnglish, JapaneseEnglish
Best ForGroups who want a classic fantasy campaign that grows from dangerous dungeon expeditions to managing a territory. It suits tables willing to learn additional procedures as the campaign expands.Groups who want a long old-school sandbox campaign that turns treasure into faction rank, training and eventually conquered land.
Highlights
  • Dungeon turn procedures make exploration a schedule of resource use and encounter checks.
  • The War Machine resolves large battles without playing out every soldier's attack.
  • Stronghold costs and dominion income give adventurers rules for becoming rulers.
  • There are no hit points: wounds lower Ability scores directly, so an injured character can carry less treasure home.
  • The lawful factions sell ranks and months of training for gold, so treasure replaces experience as the advancement currency.
  • Each exploration turn, the referee secretly rolls hazard dice sized by difficulty (1d6 on plains, 3d6 in swamps), and each 5 or 6 adds a complication or an encounter.
Considerations
  • Dwarf, elf, and halfling classes normally have lower level caps than human classes.
  • Starting ability scores are random, so a character may not qualify for a preferred class.
  • Characters normally die at 0 hit points, making low-level encounters risky.
  • Dice resolve only a set of defined checks, so players usually get past traps and puzzles by describing what their characters do rather than by rolling a skill.
  • Wounds normally heal at one Ability point per day of rest, and ten or more days of healing cost a month of training.
  • Characters begin as agents of a supremacist colonial reconquest, a premise the book states openly and asks the referee to expose through play.